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"I contend we are both atheists, I just believe in one fewer god than you do. When you understand why you dismiss all the other possible gods, you will understand why I dismiss yours." - Stephen F Roberts
I hope they don't remove it. I like having it on some champions (even tho I only play like 60% of my champions with it) and they would get way more boring without it. I also don't care that much about enemies flashing over walls.
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Searz wrote:
I hope they don't remove it. I like having it on some champions (even tho I only play like 60% of my champions with it) and they would get way more boring without it. I also don't care that much about enemies flashing over walls.
Agreed. As long as I didn't waste a ton of stuff to get them to flash, I'm fine with that.
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Just saying, it can be used for offence or, it can be used for positioning. Watching the Dreamhack game right now, I can say it's used more for the former than the latter.
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id be against removing flash. id also rather see underused summoners buffed. thats way more fun.
i also dont play all my champs with flash. but on shquishies its just nice otherwise you would be killed so much more by every gank when you dont have a natual escape mechanism
i also dont play all my champs with flash. but on shquishies its just nice otherwise you would be killed so much more by every gank when you dont have a natual escape mechanism
Xenasis wrote:
I disagree with the idea of healing turrets, there's no other interaction with turrets apart from you killing them and them killing you. They have no passive regeneration elsewhere, and it would just turn pushing into a war of attrition (and let's be honest, games can go on for pretty crazy amounts as it is) if everyone had heal.
Heim's passive heals turrets.
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For Heal -
Healing too much would be OP, and why heal damage if you can just Flash and avoid it all? It would have to heal a huge amount for it to be worth it, and 5x heal in a team would be crazy then.
Someone doesn't know what they're talking about.. Heal applies a debuff that reduces the effectiveness of more heals (only the summoner spell) by 65% for 30.